v2.5.11campliohexbig.tilespec: water tiles mine_sprite changed to tx.oil_rigampliohexbig2.tilespec: water tiles mine_sprite changed to tx.oil_rig

==XU==ampliohexbigXU.tilespec: water tiles mine_sprite changed to tx.oil_rigampliohexbigXU2.tilespec: water tiles mine_sprite changed to tx.oil_rigunits.png: rearranged and touched up a few spritesunits.spec: updated

v2.5.08terrain1a.spec: added (inaccessible set to charcoal, replaces overwrite with a file toggle)bases.spec: changed reference of 'trench' to 'outpost' and 'airfield' to 'airstrip'terrain1.png: huts enlarged by 50% to increase visibility on some terrainsbases.png: edited airstrip to bring it into line with amplio2

v2.5.07MASSIVE REVAMPtiles resized to 126x64ampliohexbig supports only vanilla tiles, while ampliohexbigXU has extras.

v2.5.06terrain2.png: revamped tiles; created inaccessible water tilesterrain2.spec: referenced inaccessible water tilest2ref.png: removed tiles related to defunct tiles; created tiles related to new tilesvoid.png: moved inaccessible and black to terrain1.pngvoid.spec: removed referencesterrain1.png: moved inaccessible and black tiles here; created inaccessible land tileterrain1.spec: created references to new tilesterrain1b.spec: added (additional file to override inaccessible from charcoal to compass)AmplioHexBig2.tilespec: added (inaccessible compass version)AmplioHexBigXU2.tilespec: added (inaccessible compass version)

v1.7dvoid.spec now properly looks in directory /data/amplio2hexbig rather than /data/amplio2hexbig2units.png cleaned a littletop section of unitcost.png edited to look (better) more like the bottom section

v1.7bReferenced data/misc/wonders-large.specVery slightly tweaked rivers.png to connect 'apparently' disjointed sections of river at the source

v1.7aMinor Adjustments to units.png and units.spec (Including putting Amplio2 diplomat back in until I get word from Ngunjaca)Minor Adjustments to river outlet color in rivers.png and rivers.specAdded mine_sprite to all terrains in amplio2hexbig.tilespec

v1.7Trimmed and realigned grid.png and grid.spec (top, left, and border all reduced to 1)Realigned, Tweaked, & Added 'outside corner' darkening to darkness.png and darkness.spec (top, left, and border all reduced to 1)Merged darkness.png and darkness.spec into grid.png and grid.specReference to data/misc/buildings.spec changed to data/misc/buildings-large.specmask.tile properly referenced and trimmed in terrain1.png and terrain1.specrevamped unit offset to improve visibility of unselected unitextras on military base (fortress)Added units.png and units.spec with all default units, using partially modified amplio2 unitsAdded untested 2.5 alpha patch to apply AFTER the rest of 1.7 is applied

v1.6Deep Oceans blended (except with Lakes, which should not occur; same 'sand' appearing as with Ocean-Lake blending)Irrigation redone with translucent 'mud' rather than opaqueFarmland transparency increased from 0 to 20% in terrain1.pngAdded Convert icon to unitextras.pngDifferentiated deep ocean(lighter) and fogged ocean(higher saturation) better in terrain2.pngAdded icons for (theoretical) AI commands 'Aggressive Exploration'(crossed swords) and 'Auto-Attack'(Sword on Shield) to unitextras.pngAdded monorails to terrain1.png

1) There's some problems when there's unknown tile next to Hills/Mountains/Forest. Those terrains sometimes continue to the unknown tile, and darkness drawn on top of that only covers part of what's in the visible tile, leaving some parts visible behind those pixels of darkness. I don't know if you can do anything to that with existing freeciv tileset format (can you make darkness sprite so that it covers the actual unknown tile too?), but I leave it for you to check and test. Let me know if freeciv changes are needed.

2) Is it ok if this tileset is made available with freeciv-modpack -utility?

1) I've noticed the overlap too, but am uncertain about a fix. I'd have to doublecheck to make sure, but I don't think the unseen tiles actual value even matter though, it just 'assumes' there are more connecting terrain just out of sight. I'll check that out tonight.

cazfi wrote:1) There's some problems when there's unknown tile next to Hills/Mountains/Forest. Those terrains sometimes continue to the unknown tile, and darkness drawn on top of that only covers part of what's in the visible tile, leaving some parts visible behind those pixels of darkness. I don't know if you can do anything to that with existing freeciv tileset format (can you make darkness sprite so that it covers the actual unknown tile too?), but I leave it for you to check and test. Let me know if freeciv changes are needed.

Looked at it for a few minutes thinking 'but they all need to be the same to match up'...and then promptly forehead-palmed realizing that the overlap is all the same to match up. So after trying couple methods, cutting the huge excess off the bottom and pasting it into a layer behind the top worked best, with the top excess unchanged (it was't very large anyway, and it's isometric, so that's expected to a degree).Then went and rebuilt the forest tiles, capping the excess to 10 pixels above(just enough to cover the trunks of a forest tile it's matched with), and it looks great. (in some places, it was as high as 30 before...).Also threw in some misc tiles that I'd done before, but placed on the backburner as unimportant. The 'black' tile is just a pure black for a 'hard' out of bounds, the 'dirt' tile is a dark brown and can be used for a 'soft' out of bounds, the 'void' uses the starry void tiles from battle for wesnoth, and likewise the 'void2' tiles, but the void2 cause water to beachhead and stalactites hang off the bottom for a 'floating islands in the void' type scenario, if oceans just aren't enough of a barrier.(think Malas from Ultima Online)

cazfi wrote:1) There's some problems when there's unknown tile next to Hills/Mountains/Forest. Those terrains sometimes continue to the unknown tile, and darkness drawn on top of that only covers part of what's in the visible tile, leaving some parts visible behind those pixels of darkness. I don't know if you can do anything to that with existing freeciv tileset format (can you make darkness sprite so that it covers the actual unknown tile too?), but I leave it for you to check and test. Let me know if freeciv changes are needed.

Turned out that the problem I saw, was caused by another fix that has been committed since 2.4.1 release. See bug #21539

I made simple conversion of version 1.5 to current freeciv S2_5 format, for testing freeciv before the format gets frozen. That tileset is now available with modpack installer (S2_5 version, naturally).

One thing you may want to improve is making it easier to distinguish between "Fogged Ocean" and "Seen Deep Ocean". Not that I just spent some time searching for a bug that caused those Ocean tiles to be fogged despite being in city vision range....

hmm, i can see where that might be a problem, with fog being 44.7% darker and deep ocean being 50% darker. Maybe a slight red shift toward blue-violet would work?

current progress on next version:v1.6Deep Oceans blended (except with Lakes, which should not occur; same 'sand' appearing as with Ocean-Lake blending)Bug: When adjacent to the edge of the map, 'sand' from ocean-deep ocean blending appears and is not covered.Irrigation redone with translucent 'mud' rather than opaque in terrain1.pngFarmland transparency increased from 0 to 20% in terrain1.pngAdded Convert icon to unitextras.pngTODO: Differentiate deep ocean and fogged ocean better

Well, I'd love to see a hex Amplio. Really, the thing that's put me off ever playing hex is the lack of tilesets, much as I'd like to.

I too consider now actually playing with hex topology a bit for the first time.

Me too -- I've played a S2_4 test game with civ2civ3 and amplio2hexbig; enjoying it so far.

cazfi wrote:One thing you may want to improve is making it easier to distinguish between "Fogged Ocean" and "Seen Deep Ocean". Not that I just spent some time searching for a bug that caused those Ocean tiles to be fogged despite being in city vision range....

Indeed, this is the biggest problem I had with amplio2hexbig.(Although I've heard others making the same comment about other tilesets.)

GriffonSpade wrote:hmm, i can see where that might be a problem, with fog being 44.7% darker and deep ocean being 50% darker. Maybe a slight red shift toward blue-violet would work?